lizb6626 commited on
Commit
7e0a892
1 Parent(s): 227431e

init dataset

Browse files
.gitattributes CHANGED
@@ -48,7 +48,7 @@ saved_model/**/* filter=lfs diff=lfs merge=lfs -text
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  # Image files - uncompressed
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  *.bmp filter=lfs diff=lfs merge=lfs -text
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  *.gif filter=lfs diff=lfs merge=lfs -text
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- *.png filter=lfs diff=lfs merge=lfs -text
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  *.tiff filter=lfs diff=lfs merge=lfs -text
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  # Image files - compressed
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  *.jpg filter=lfs diff=lfs merge=lfs -text
 
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  # Image files - uncompressed
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  *.bmp filter=lfs diff=lfs merge=lfs -text
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  *.gif filter=lfs diff=lfs merge=lfs -text
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+ # *.png filter=lfs diff=lfs merge=lfs -text
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  *.tiff filter=lfs diff=lfs merge=lfs -text
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  # Image files - compressed
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  *.jpg filter=lfs diff=lfs merge=lfs -text
README.md CHANGED
@@ -1,3 +1,32 @@
1
  ---
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  license: mit
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  ---
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
  ---
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  license: mit
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  ---
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+
5
+ # Arb-Objaverse Dataset
6
+
7
+ [Project page](https://lizb6626.github.io/IDArb/) | [Paper](https://lizb6626.github.io/IDArb/) | [Code](https://github.com/Lizb6626/IDArb)
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+
9
+ ![image/png](assets/dataset.png)
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+
11
+
12
+ ## News
13
+
14
+ - [2024-12] We are in the process of uploading the complete dataset. Stay tuned!
15
+
16
+ ## Dataset Format
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+
18
+ ```
19
+ Arb-Objaverse Dataset
20
+ ├── 000-000
21
+ │ ├── 0a3dd21606a84a449bb22f597c34bab7 // object uid
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+ │ │ ├── albedo_<view_idx>.png // albedo image
23
+ │ │ ├── color_<light_idx>_<view_idx>.png // rendered rgb image
24
+ │ │ ├── normal_<view_idx>.exr
25
+ │ │ ├── orm_<view_idx>.png // we store material as (o, roughness, metallic), where o is left unused
26
+ │ │ ├── camera.json // camera poses
27
+ │ │ ├── lighting.json // rendering light
28
+ ```
29
+
30
+ ## Rendering Scripts
31
+
32
+ Rendering scripts for generating this dataset are available in the `./rendering` directory. We utilize `blenderproc==2.5.0` for Blender rendering. Environmental HDRs are sourced from the [Haven Dataset](https://dlr-rm.github.io/BlenderProc/examples/datasets/haven/README.html).
assets/dataset.png ADDED
rendering/render_albedo.py ADDED
@@ -0,0 +1,212 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ import blenderproc as bproc
2
+ import numpy as np
3
+ import os
4
+ os.environ["OPENCV_IO_ENABLE_OPENEXR"]="1"
5
+ import json
6
+ import bpy
7
+ import cv2
8
+ from PIL import Image
9
+ import math
10
+ from mathutils import Vector, Matrix
11
+ import argparse
12
+
13
+ parser = argparse.ArgumentParser()
14
+ parser.add_argument('--glb_path', type=str)
15
+ parser.add_argument('--output_dir', type=str, default='output')
16
+ args = parser.parse_args()
17
+
18
+ # load the glb model
19
+ def load_object(object_path: str) -> None:
20
+ """Loads a glb model into the scene."""
21
+ if object_path.endswith(".glb") or object_path.endswith(".gltf"):
22
+ bpy.ops.import_scene.gltf(filepath=object_path, merge_vertices=False)
23
+ elif object_path.endswith(".fbx"):
24
+ bpy.ops.import_scene.fbx(filepath=object_path)
25
+ elif object_path.endswith(".obj"):
26
+ bpy.ops.import_scene.obj(filepath=object_path)
27
+ elif object_path.endswith(".ply"):
28
+ bpy.ops.import_mesh.ply(filepath=object_path)
29
+ else:
30
+ raise ValueError(f"Unsupported file type: {object_path}")
31
+
32
+
33
+ def load_envmap(envmap_path: str) -> None:
34
+ """Loads an environment map into the scene."""
35
+ world = bpy.context.scene.world
36
+ world.use_nodes = True
37
+ bg = world.node_tree.nodes['Background']
38
+ envmap = world.node_tree.nodes.new('ShaderNodeTexEnvironment')
39
+ envmap.image = bpy.data.images.load(envmap_path)
40
+ world.node_tree.links.new(bg.inputs['Color'], envmap.outputs['Color'])
41
+
42
+
43
+ def turn_off_metallic():
44
+ # use for albedo rendering, metallic will affect the color
45
+ materials = bproc.material.collect_all()
46
+ for mat in materials:
47
+ mat.set_principled_shader_value('Metallic', 0.0)
48
+
49
+
50
+ def camera_pose(azimuth, elevation, radius=1.5):
51
+ """Camera look at the origin."""
52
+ azimuth = np.deg2rad(azimuth)
53
+ elevation = np.deg2rad(elevation)
54
+
55
+ x = radius * np.cos(azimuth) * np.cos(elevation)
56
+ y = -radius * np.sin(azimuth) * np.cos(elevation)
57
+ z = radius * np.sin(elevation)
58
+ camera_position = np.array([x, y, z])
59
+
60
+ camera_forward = camera_position / np.linalg.norm(camera_position)
61
+ camera_right = np.cross(np.array([0.0, 0.0, 1.0]), camera_forward)
62
+ camera_right /= np.linalg.norm(camera_right)
63
+ camera_up = np.cross(camera_forward, camera_right)
64
+ camera_up /= np.linalg.norm(camera_up)
65
+
66
+ camera_pose = np.eye(4)
67
+ camera_pose[:3, 0] = camera_right
68
+ camera_pose[:3, 1] = camera_up
69
+ camera_pose[:3, 2] = camera_forward
70
+ camera_pose[:3, 3] = camera_position
71
+
72
+ return camera_pose
73
+
74
+
75
+ def scene_root_objects():
76
+ for obj in bpy.context.scene.objects.values():
77
+ if not obj.parent:
78
+ yield obj
79
+
80
+
81
+ def scene_meshes():
82
+ for obj in bpy.context.scene.objects.values():
83
+ if isinstance(obj.data, (bpy.types.Mesh)):
84
+ yield obj
85
+
86
+
87
+ def scene_bbox(single_obj=None, ignore_matrix=False):
88
+ bbox_min = (math.inf,) * 3
89
+ bbox_max = (-math.inf,) * 3
90
+ found = False
91
+ for obj in scene_meshes() if single_obj is None else [single_obj]:
92
+ found = True
93
+ for coord in obj.bound_box:
94
+ coord = Vector(coord)
95
+ if not ignore_matrix:
96
+ coord = obj.matrix_world @ coord
97
+ bbox_min = tuple(min(x, y) for x, y in zip(bbox_min, coord))
98
+ bbox_max = tuple(max(x, y) for x, y in zip(bbox_max, coord))
99
+ if not found:
100
+ raise RuntimeError("no objects in scene to compute bounding box for")
101
+ return Vector(bbox_min), Vector(bbox_max)
102
+
103
+
104
+ def normalize_scene():
105
+ bbox_min, bbox_max = scene_bbox()
106
+
107
+ scale = 1 / max(bbox_max - bbox_min)
108
+ for obj in scene_root_objects():
109
+ obj.scale = obj.scale * scale
110
+ # Apply scale to matrix_world.
111
+ bpy.context.view_layer.update()
112
+ bbox_min, bbox_max = scene_bbox()
113
+ offset = -(bbox_min + bbox_max) / 2
114
+ for obj in scene_root_objects():
115
+ obj.matrix_world.translation += offset
116
+ bpy.ops.object.select_all(action="DESELECT")
117
+
118
+ return scale, offset
119
+
120
+
121
+ def reset_normal():
122
+ """experimental!!!
123
+ reset normal
124
+ """
125
+ for obj in scene_meshes():
126
+ bpy.context.view_layer.objects.active = obj
127
+ bpy.ops.object.mode_set(mode='EDIT')
128
+ bpy.ops.mesh.normals_tools(mode='RESET')
129
+ bpy.ops.object.mode_set(mode='OBJECT')
130
+
131
+
132
+ def change_to_orm():
133
+ materials = bproc.material.collect_all()
134
+ for mat in materials:
135
+ orm_color = mat.nodes.new(type='ShaderNodeCombineRGB')
136
+ principled_bsdf = mat.get_the_one_node_with_type("BsdfPrincipled")
137
+
138
+ # metallic -> Blue
139
+ if principled_bsdf.inputs['Metallic'].links:
140
+ metallic_from_socket = principled_bsdf.inputs['Metallic'].links[0].from_socket
141
+ metallic_link = mat.links.new(metallic_from_socket, orm_color.inputs['B'])
142
+ mat.links.remove(principled_bsdf.inputs['Metallic'].links[0])
143
+ else:
144
+ metallic_value = principled_bsdf.inputs['Metallic'].default_value
145
+ orm_color.inputs['B'].default_value = metallic_value
146
+ principled_bsdf.inputs['Metallic'].default_value = 0.0
147
+ # roughness -> Green
148
+ if principled_bsdf.inputs['Roughness'].links:
149
+ roughness_from_socket = principled_bsdf.inputs['Roughness'].links[0].from_socket
150
+ roughness_link = mat.links.new(roughness_from_socket, orm_color.inputs['G'])
151
+ mat.links.remove(principled_bsdf.inputs['Roughness'].links[0])
152
+ else:
153
+ roughness_value = principled_bsdf.inputs['Roughness'].default_value
154
+ orm_color.inputs['G'].default_value = roughness_value
155
+ principled_bsdf.inputs['Roughness'].default_value = 0.5
156
+
157
+ # link orm_color to principled_bsdf as base color
158
+ mat.links.new(orm_color.outputs['Image'], principled_bsdf.inputs['Base Color'])
159
+
160
+
161
+ def is_bsdf():
162
+ for mat in bproc.material.collect_all():
163
+ node = mat.get_nodes_with_type('BsdfPrincipled')
164
+ if node and len(node) == 1:
165
+ pass
166
+ else:
167
+ return False
168
+ return True
169
+
170
+
171
+ def sample_sphere(num_samples):
172
+ radiuss = np.random.uniform(1.5, 2.0, size=num_samples)
173
+ azimuth = np.random.uniform(0, 360, size=num_samples)
174
+ elevation = np.random.uniform(-90, 90, size=num_samples)
175
+ return radiuss, azimuth, elevation
176
+
177
+
178
+ bproc.init()
179
+ # bproc.renderer.set_render_devices(use_only_cpu=True)
180
+ # bpy.context.scene.view_settings.view_transform = 'Raw' # do not use sRGB
181
+
182
+ glb_path = args.glb_path
183
+ output_dir = args.output_dir
184
+ obj_name = os.path.basename(glb_path).split('.')[0]
185
+ load_object(glb_path)
186
+
187
+ scale, offset = normalize_scene()
188
+
189
+ reset_normal()
190
+ turn_off_metallic()
191
+
192
+ # load camera info
193
+ with open(os.path.join(output_dir, obj_name, 'camera.json'), 'r') as f:
194
+ meta_info = json.load(f)
195
+ radiuss = np.array(meta_info['raidus'])
196
+ azimuths = np.array(meta_info['azimuths'])
197
+ elevations = np.array(meta_info['elevations'])
198
+ # set camera
199
+ bproc.camera.set_resolution(512, 512)
200
+ for radius, azimuth, elevation in zip(radiuss, azimuths, elevations):
201
+ cam_pose = camera_pose(azimuth, elevation, radius=radius)
202
+ bproc.camera.add_camera_pose(cam_pose)
203
+
204
+ bproc.renderer.enable_diffuse_color_output()
205
+
206
+ bproc.renderer.set_output_format(enable_transparency=True)
207
+
208
+ data = bproc.renderer.render()
209
+
210
+ for i in range(len(azimuths)):
211
+ image = data['diffuse'][i]
212
+ Image.fromarray(image).save(os.path.join(output_dir, obj_name, f'albedo_{i:02d}.png'))
rendering/render_color.py ADDED
@@ -0,0 +1,279 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ import blenderproc as bproc
2
+ import numpy as np
3
+ import os
4
+ os.environ["OPENCV_IO_ENABLE_OPENEXR"]="1"
5
+ import json
6
+ import bpy
7
+ import cv2
8
+ import glob
9
+ import random
10
+ from PIL import Image
11
+ import math
12
+ from mathutils import Vector, Matrix
13
+ import argparse
14
+
15
+ parser = argparse.ArgumentParser()
16
+ parser.add_argument('--glb_path', type=str)
17
+ parser.add_argument('--hdri_path', type=str, default=None)
18
+ parser.add_argument('--output_dir', type=str, default='output')
19
+ args = parser.parse_args()
20
+
21
+ # load the glb model
22
+ def load_object(object_path: str) -> None:
23
+ """Loads a glb model into the scene."""
24
+ if object_path.endswith(".glb") or object_path.endswith(".gltf"):
25
+ bpy.ops.import_scene.gltf(filepath=object_path, merge_vertices=False)
26
+ elif object_path.endswith(".fbx"):
27
+ bpy.ops.import_scene.fbx(filepath=object_path)
28
+ elif object_path.endswith(".obj"):
29
+ bpy.ops.import_scene.obj(filepath=object_path)
30
+ elif object_path.endswith(".ply"):
31
+ bpy.ops.import_mesh.ply(filepath=object_path)
32
+ else:
33
+ raise ValueError(f"Unsupported file type: {object_path}")
34
+
35
+
36
+ def load_envmap(envmap_path: str) -> None:
37
+ """Loads an environment map into the scene."""
38
+ world = bpy.context.scene.world
39
+ world.use_nodes = True
40
+ bg = world.node_tree.nodes['Background']
41
+ envmap = world.node_tree.nodes.new('ShaderNodeTexEnvironment')
42
+ envmap.image = bpy.data.images.load(envmap_path)
43
+ world.node_tree.links.new(bg.inputs['Color'], envmap.outputs['Color'])
44
+
45
+
46
+ def turn_off_metallic():
47
+ # use for albedo rendering, metallic will affect the color
48
+ materials = bproc.material.collect_all()
49
+ for mat in materials:
50
+ mat.set_principled_shader_value('Metallic', 0.0)
51
+
52
+
53
+ def camera_pose(azimuth, elevation, radius=1.5):
54
+ """Camera look at the origin."""
55
+ azimuth = np.deg2rad(azimuth)
56
+ elevation = np.deg2rad(elevation)
57
+
58
+ x = radius * np.cos(azimuth) * np.cos(elevation)
59
+ y = -radius * np.sin(azimuth) * np.cos(elevation)
60
+ z = radius * np.sin(elevation)
61
+ camera_position = np.array([x, y, z])
62
+
63
+ camera_forward = camera_position / np.linalg.norm(camera_position)
64
+ camera_right = np.cross(np.array([0.0, 0.0, 1.0]), camera_forward)
65
+ camera_right /= np.linalg.norm(camera_right)
66
+ camera_up = np.cross(camera_forward, camera_right)
67
+ camera_up /= np.linalg.norm(camera_up)
68
+
69
+ camera_pose = np.eye(4)
70
+ camera_pose[:3, 0] = camera_right
71
+ camera_pose[:3, 1] = camera_up
72
+ camera_pose[:3, 2] = camera_forward
73
+ camera_pose[:3, 3] = camera_position
74
+
75
+ return camera_pose
76
+
77
+
78
+ def scene_root_objects():
79
+ for obj in bpy.context.scene.objects.values():
80
+ if not obj.parent:
81
+ yield obj
82
+
83
+
84
+ def scene_meshes():
85
+ for obj in bpy.context.scene.objects.values():
86
+ if isinstance(obj.data, (bpy.types.Mesh)):
87
+ yield obj
88
+
89
+
90
+ def scene_bbox(single_obj=None, ignore_matrix=False):
91
+ bbox_min = (math.inf,) * 3
92
+ bbox_max = (-math.inf,) * 3
93
+ found = False
94
+ for obj in scene_meshes() if single_obj is None else [single_obj]:
95
+ found = True
96
+ for coord in obj.bound_box:
97
+ coord = Vector(coord)
98
+ if not ignore_matrix:
99
+ coord = obj.matrix_world @ coord
100
+ bbox_min = tuple(min(x, y) for x, y in zip(bbox_min, coord))
101
+ bbox_max = tuple(max(x, y) for x, y in zip(bbox_max, coord))
102
+ if not found:
103
+ raise RuntimeError("no objects in scene to compute bounding box for")
104
+ return Vector(bbox_min), Vector(bbox_max)
105
+
106
+
107
+ def normalize_scene():
108
+ bbox_min, bbox_max = scene_bbox()
109
+
110
+ scale = 1 / max(bbox_max - bbox_min)
111
+ for obj in scene_root_objects():
112
+ obj.scale = obj.scale * scale
113
+ # Apply scale to matrix_world.
114
+ bpy.context.view_layer.update()
115
+ bbox_min, bbox_max = scene_bbox()
116
+ offset = -(bbox_min + bbox_max) / 2
117
+ for obj in scene_root_objects():
118
+ obj.matrix_world.translation += offset
119
+ bpy.ops.object.select_all(action="DESELECT")
120
+
121
+ return scale, offset
122
+
123
+
124
+ def reset_normal():
125
+ """experimental!!!
126
+ reset normal
127
+ """
128
+ for obj in scene_meshes():
129
+ bpy.context.view_layer.objects.active = obj
130
+ bpy.ops.object.mode_set(mode='EDIT')
131
+ bpy.ops.mesh.normals_tools(mode='RESET')
132
+ bpy.ops.object.mode_set(mode='OBJECT')
133
+
134
+
135
+ def change_to_orm():
136
+ materials = bproc.material.collect_all()
137
+ for mat in materials:
138
+ orm_color = mat.nodes.new(type='ShaderNodeCombineRGB')
139
+ principled_bsdf = mat.get_the_one_node_with_type("BsdfPrincipled")
140
+
141
+ # metallic -> Blue
142
+ if principled_bsdf.inputs['Metallic'].links:
143
+ metallic_from_socket = principled_bsdf.inputs['Metallic'].links[0].from_socket
144
+ metallic_link = mat.links.new(metallic_from_socket, orm_color.inputs['B'])
145
+ mat.links.remove(principled_bsdf.inputs['Metallic'].links[0])
146
+ else:
147
+ metallic_value = principled_bsdf.inputs['Metallic'].default_value
148
+ orm_color.inputs['B'].default_value = metallic_value
149
+ principled_bsdf.inputs['Metallic'].default_value = 0.0
150
+ # roughness -> Green
151
+ if principled_bsdf.inputs['Roughness'].links:
152
+ roughness_from_socket = principled_bsdf.inputs['Roughness'].links[0].from_socket
153
+ roughness_link = mat.links.new(roughness_from_socket, orm_color.inputs['G'])
154
+ mat.links.remove(principled_bsdf.inputs['Roughness'].links[0])
155
+ else:
156
+ roughness_value = principled_bsdf.inputs['Roughness'].default_value
157
+ orm_color.inputs['G'].default_value = roughness_value
158
+ principled_bsdf.inputs['Roughness'].default_value = 0.5
159
+
160
+ # link orm_color to principled_bsdf as base color
161
+ mat.links.new(orm_color.outputs['Image'], principled_bsdf.inputs['Base Color'])
162
+
163
+
164
+ def is_bsdf():
165
+ for mat in bproc.material.collect_all():
166
+ node = mat.get_nodes_with_type('BsdfPrincipled')
167
+ if node and len(node) == 1:
168
+ pass
169
+ else:
170
+ return False
171
+ return True
172
+
173
+
174
+ def sample_sphere(num_samples):
175
+ radiuss = np.random.uniform(1.5, 2.0, size=num_samples)
176
+ azimuth = np.random.uniform(0, 360, size=num_samples)
177
+ elevation = np.random.uniform(-90, 90, size=num_samples)
178
+ return radiuss, azimuth, elevation
179
+
180
+
181
+ def remove_lighting():
182
+ # remove world background lighting
183
+ world = bpy.context.scene.world
184
+ nodes = world.node_tree.nodes
185
+ for node in nodes:
186
+ if node.type == 'TEX_ENVIRONMENT':
187
+ nodes.remove(node)
188
+ # remove all lights
189
+ for obj in bpy.context.scene.objects.values():
190
+ if obj.type == 'LIGHT':
191
+ bpy.data.objects.remove(obj)
192
+
193
+
194
+ def set_point_light():
195
+ light = bproc.types.Light()
196
+ light.set_type('POINT')
197
+ light.set_location(bproc.sampler.shell(
198
+ center=[0, 0, 0],
199
+ radius_min=5,
200
+ radius_max=7,
201
+ elevation_min=-35,
202
+ elevation_max=70
203
+ ))
204
+ light.set_energy(500)
205
+ return light
206
+
207
+
208
+ bproc.init()
209
+ # bproc.renderer.set_render_devices(use_only_cpu=True)
210
+ # bpy.context.scene.view_settings.view_transform = 'Raw' # do not use sRGB
211
+
212
+ glb_path = args.glb_path
213
+ output_dir = args.output_dir
214
+ obj_name = os.path.basename(glb_path).split('.')[0]
215
+ load_object(glb_path)
216
+
217
+ scale, offset = normalize_scene()
218
+
219
+ reset_normal()
220
+
221
+ # load camera info
222
+ with open(os.path.join(output_dir, obj_name, 'camera.json'), 'r') as f:
223
+ meta_info = json.load(f)
224
+ radiuss = np.array(meta_info['raidus'])
225
+ azimuths = np.array(meta_info['azimuths'])
226
+ elevations = np.array(meta_info['elevations'])
227
+
228
+ # set camera
229
+ bproc.camera.set_resolution(512, 512)
230
+ for radius, azimuth, elevation in zip(radiuss, azimuths, elevations):
231
+ cam_pose = camera_pose(azimuth, elevation, radius=radius)
232
+ bproc.camera.add_camera_pose(cam_pose)
233
+
234
+ lighting_fn = os.path.join(output_dir, obj_name, 'lighting.json')
235
+ if os.path.exists(lighting_fn):
236
+ with open(lighting_fn, 'r') as f:
237
+ lighting_info = json.load(f)
238
+ else:
239
+ lighting_info = []
240
+
241
+ hdr_file = args.hdri_path
242
+
243
+ if hdr_file is not None:
244
+ bproc.world.set_world_background_hdr_img(hdr_file)
245
+
246
+ bproc.renderer.set_output_format(enable_transparency=True)
247
+ data = bproc.renderer.render()
248
+
249
+ for i in range(len(azimuths)):
250
+ image = data['colors'][i]
251
+ Image.fromarray(image).save(os.path.join(output_dir, obj_name, f'color_{len(lighting_info)}_{i:02d}.png'))
252
+
253
+ lighting_info.append(
254
+ {
255
+ 'type': 'hdri',
256
+ 'path': os.path.basename(hdr_file),
257
+ }
258
+ )
259
+
260
+ else:
261
+ # Point lighting, 1 sample
262
+ remove_lighting()
263
+ light1 = set_point_light()
264
+ light2 = set_point_light()
265
+ bproc.renderer.set_output_format(enable_transparency=True)
266
+ data = bproc.renderer.render()
267
+ for i in range(len(azimuths)):
268
+ image = data['colors'][i]
269
+ Image.fromarray(image).save(os.path.join(output_dir, obj_name, f'color_{len(lighting_info)}_{i:02d}.png'))
270
+ lighting_info.append(
271
+ {
272
+ 'type': 'point',
273
+ 'locations': [light1.get_location().tolist(), light2.get_location().tolist()],
274
+ 'energys': [light1.get_energy(), light2.get_energy()],
275
+ }
276
+ )
277
+
278
+ with open(lighting_fn, 'w') as f:
279
+ json.dump(lighting_info, f, indent=4)
rendering/render_normal_orm.py ADDED
@@ -0,0 +1,228 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ import blenderproc as bproc
2
+ import numpy as np
3
+ import os
4
+ os.environ["OPENCV_IO_ENABLE_OPENEXR"]="1"
5
+ import json
6
+ import bpy
7
+ import cv2
8
+ from PIL import Image
9
+ import math
10
+ from mathutils import Vector, Matrix
11
+ import argparse
12
+
13
+ parser = argparse.ArgumentParser()
14
+ parser.add_argument('--glb_path', type=str)
15
+ parser.add_argument('--output_dir', type=str, default='output')
16
+ args = parser.parse_args()
17
+
18
+ # load the glb model
19
+ def load_object(object_path: str) -> None:
20
+ """Loads a glb model into the scene."""
21
+ if object_path.endswith(".glb") or object_path.endswith(".gltf"):
22
+ bpy.ops.import_scene.gltf(filepath=object_path, merge_vertices=False)
23
+ elif object_path.endswith(".fbx"):
24
+ bpy.ops.import_scene.fbx(filepath=object_path)
25
+ elif object_path.endswith(".obj"):
26
+ bpy.ops.import_scene.obj(filepath=object_path)
27
+ elif object_path.endswith(".ply"):
28
+ bpy.ops.import_mesh.ply(filepath=object_path)
29
+ else:
30
+ raise ValueError(f"Unsupported file type: {object_path}")
31
+
32
+
33
+ def load_envmap(envmap_path: str) -> None:
34
+ """Loads an environment map into the scene."""
35
+ world = bpy.context.scene.world
36
+ world.use_nodes = True
37
+ bg = world.node_tree.nodes['Background']
38
+ envmap = world.node_tree.nodes.new('ShaderNodeTexEnvironment')
39
+ envmap.image = bpy.data.images.load(envmap_path)
40
+ world.node_tree.links.new(bg.inputs['Color'], envmap.outputs['Color'])
41
+
42
+
43
+ def turn_off_metallic():
44
+ # use for albedo rendering, metallic will affect the color
45
+ materials = bproc.material.collect_all()
46
+ for mat in materials:
47
+ mat.set_principled_shader_value('Metallic', 0.0)
48
+
49
+
50
+ def camera_pose(azimuth, elevation, radius=1.5):
51
+ """Camera look at the origin."""
52
+ azimuth = np.deg2rad(azimuth)
53
+ elevation = np.deg2rad(elevation)
54
+
55
+ x = radius * np.cos(azimuth) * np.cos(elevation)
56
+ y = -radius * np.sin(azimuth) * np.cos(elevation)
57
+ z = radius * np.sin(elevation)
58
+ camera_position = np.array([x, y, z])
59
+
60
+ camera_forward = camera_position / np.linalg.norm(camera_position)
61
+ camera_right = np.cross(np.array([0.0, 0.0, 1.0]), camera_forward)
62
+ camera_right /= np.linalg.norm(camera_right)
63
+ camera_up = np.cross(camera_forward, camera_right)
64
+ camera_up /= np.linalg.norm(camera_up)
65
+
66
+ camera_pose = np.eye(4)
67
+ camera_pose[:3, 0] = camera_right
68
+ camera_pose[:3, 1] = camera_up
69
+ camera_pose[:3, 2] = camera_forward
70
+ camera_pose[:3, 3] = camera_position
71
+
72
+ return camera_pose
73
+
74
+
75
+ def scene_root_objects():
76
+ for obj in bpy.context.scene.objects.values():
77
+ if not obj.parent:
78
+ yield obj
79
+
80
+
81
+ def scene_meshes():
82
+ for obj in bpy.context.scene.objects.values():
83
+ if isinstance(obj.data, (bpy.types.Mesh)):
84
+ yield obj
85
+
86
+
87
+ def scene_bbox(single_obj=None, ignore_matrix=False):
88
+ bbox_min = (math.inf,) * 3
89
+ bbox_max = (-math.inf,) * 3
90
+ found = False
91
+ for obj in scene_meshes() if single_obj is None else [single_obj]:
92
+ found = True
93
+ for coord in obj.bound_box:
94
+ coord = Vector(coord)
95
+ if not ignore_matrix:
96
+ coord = obj.matrix_world @ coord
97
+ bbox_min = tuple(min(x, y) for x, y in zip(bbox_min, coord))
98
+ bbox_max = tuple(max(x, y) for x, y in zip(bbox_max, coord))
99
+ if not found:
100
+ raise RuntimeError("no objects in scene to compute bounding box for")
101
+ return Vector(bbox_min), Vector(bbox_max)
102
+
103
+
104
+ def normalize_scene():
105
+ bbox_min, bbox_max = scene_bbox()
106
+
107
+ scale = 1 / max(bbox_max - bbox_min)
108
+ for obj in scene_root_objects():
109
+ obj.scale = obj.scale * scale
110
+ # Apply scale to matrix_world.
111
+ bpy.context.view_layer.update()
112
+ bbox_min, bbox_max = scene_bbox()
113
+ offset = -(bbox_min + bbox_max) / 2
114
+ for obj in scene_root_objects():
115
+ obj.matrix_world.translation += offset
116
+ bpy.ops.object.select_all(action="DESELECT")
117
+
118
+ return scale, offset
119
+
120
+
121
+ def reset_normal():
122
+ """experimental!!!
123
+ reset normal
124
+ """
125
+ for obj in scene_meshes():
126
+ bpy.context.view_layer.objects.active = obj
127
+ bpy.ops.object.mode_set(mode='EDIT')
128
+ bpy.ops.mesh.normals_tools(mode='RESET')
129
+ bpy.ops.object.mode_set(mode='OBJECT')
130
+
131
+
132
+ def change_to_orm():
133
+ materials = bproc.material.collect_all()
134
+ for mat in materials:
135
+ orm_color = mat.nodes.new(type='ShaderNodeCombineRGB')
136
+ principled_bsdf = mat.get_the_one_node_with_type("BsdfPrincipled")
137
+
138
+ # metallic -> Blue
139
+ if principled_bsdf.inputs['Metallic'].links:
140
+ metallic_from_socket = principled_bsdf.inputs['Metallic'].links[0].from_socket
141
+ metallic_link = mat.links.new(metallic_from_socket, orm_color.inputs['B'])
142
+ mat.links.remove(principled_bsdf.inputs['Metallic'].links[0])
143
+ else:
144
+ metallic_value = principled_bsdf.inputs['Metallic'].default_value
145
+ orm_color.inputs['B'].default_value = metallic_value
146
+ principled_bsdf.inputs['Metallic'].default_value = 0.0
147
+ # roughness -> Green
148
+ if principled_bsdf.inputs['Roughness'].links:
149
+ roughness_from_socket = principled_bsdf.inputs['Roughness'].links[0].from_socket
150
+ roughness_link = mat.links.new(roughness_from_socket, orm_color.inputs['G'])
151
+ mat.links.remove(principled_bsdf.inputs['Roughness'].links[0])
152
+ else:
153
+ roughness_value = principled_bsdf.inputs['Roughness'].default_value
154
+ orm_color.inputs['G'].default_value = roughness_value
155
+ principled_bsdf.inputs['Roughness'].default_value = 0.5
156
+
157
+ # link orm_color to principled_bsdf as base color
158
+ mat.links.new(orm_color.outputs['Image'], principled_bsdf.inputs['Base Color'])
159
+
160
+
161
+ def is_bsdf():
162
+ for mat in bproc.material.collect_all():
163
+ node = mat.get_nodes_with_type('BsdfPrincipled')
164
+ if node and len(node) == 1:
165
+ pass
166
+ else:
167
+ return False
168
+ return True
169
+
170
+
171
+ def sample_sphere(num_samples):
172
+ radiuss = np.random.uniform(1.5, 2.0, size=num_samples)
173
+ azimuth = np.random.uniform(0, 360, size=num_samples)
174
+ elevation = np.random.uniform(-90, 90, size=num_samples)
175
+ return radiuss, azimuth, elevation
176
+
177
+
178
+ NUM_IMAGES = 12
179
+
180
+ meta_info = {'transform_matrix': []}
181
+
182
+ bproc.init()
183
+ # bproc.renderer.set_render_devices(use_only_cpu=True)
184
+ bpy.context.scene.view_settings.view_transform = 'Raw' # do not use sRGB
185
+
186
+ glb_path = args.glb_path
187
+ obj_name = os.path.basename(glb_path).split('.')[0]
188
+ load_object(glb_path)
189
+
190
+ if not is_bsdf():
191
+ exit()
192
+
193
+ scale, offset = normalize_scene()
194
+ meta_info['scale'] = scale
195
+ meta_info['offset'] = offset.to_tuple()
196
+
197
+ reset_normal()
198
+ change_to_orm()
199
+
200
+ radiuss, azimuths, elevations = sample_sphere(NUM_IMAGES)
201
+ meta_info['raidus'] = radiuss.tolist()
202
+ meta_info['azimuths'] = azimuths.tolist()
203
+ meta_info['elevations'] = elevations.tolist()
204
+
205
+ # set camera
206
+ bproc.camera.set_resolution(512, 512)
207
+ for radius, azimuth, elevation in zip(radiuss, azimuths, elevations):
208
+ cam_pose = camera_pose(azimuth, elevation, radius=radius)
209
+ bproc.camera.add_camera_pose(cam_pose)
210
+ meta_info['transform_matrix'].append(cam_pose.tolist())
211
+
212
+ bproc.renderer.enable_normals_output()
213
+ bproc.renderer.enable_diffuse_color_output()
214
+
215
+ bproc.renderer.set_output_format(enable_transparency=True)
216
+
217
+ data = bproc.renderer.render()
218
+
219
+ output_dir = args.output_dir
220
+ os.makedirs(os.path.join(output_dir, obj_name), exist_ok=True)
221
+ for i in range(len(azimuths)):
222
+ image = data['diffuse'][i]
223
+ Image.fromarray(image).save(os.path.join(output_dir, obj_name, f'orm_{i:02d}.png'))
224
+ normal = data['normals'][i]
225
+ cv2.imwrite(os.path.join(output_dir, obj_name, f'normal_{i:02d}.exr'), normal)
226
+
227
+ with open(os.path.join(output_dir, obj_name, 'camera.json'), 'w') as f:
228
+ json.dump(meta_info, f, indent=4)